I found some information about a Sargasso Hex (1816) and I was wondering if there has been any adventures designed around this (Bermuda Triangle) event like "empty" space or others i.e. places of space where standard star-ships become interoperable and stranded?

I have heard of this happening in the "void" as well maybe their connected via a unstable wormhole event?

I have a feeling there are more than enough tales of misjumps into systemless hexes to keep crews and passengers awake during sleep cycle.

A good adventure could be receiving very weak distress signals that go for some time before dying out describing a ship lost in a void which may be reachable by another vessel if they have fuel to return. The signal would take at least 3 years for even one hex distance so it's a death ship but subject to salvage rights. The players set for an expedition not knowing what will be found and who knows who else is making plans from the massage?

I love the idea of a Sargasso Hex. Very evocative. You might reverse the effect and make the Sargasso Hex the one to which all misjumps go and then make it very difficult to jump out of. In fact I'm tempted to make all Red Zones Sargasso Hexes just for a different flavour IMTU

The third issue of HIGH PASSAGE (FASA 1982) had a Sargasso hex specifically 0510/Ile/Old Expanses. It was called The Edge. X-768000-0

G class star with one planet so fuel is only on that world.

Any ship that jumps in never leaves. If a ship with spare fuel jumped in it could jump out if it didn't board a derelict or visit the surface. This goes back to the 1st and 2nd Imperiums. There are a dozen 3I era ships in space, older ones have long ago burned up in the atmosphere. Other ships are on the planet, some 1000's of years old. A lifeless Gazelle the INS Steed is in orbit. Every ship in system has fuel level at zero.

Easterner wrote:The third issue of HIGH PASSAGE (FASA 1982) had a Sargasso hex specifically 0510/Ile/Old Expanses. It was called The Edge. X-768000-0

G class star with one planet so fuel is only on that world.

Any ship that jumps in never leaves. If a ship with spare fuel jumped in it could jump out if it didn't board a derelict or visit the surface. This goes back to the 1st and 2nd Imperiums. There are a dozen 3I era ships in space, older ones have long ago burned up in the atmosphere. Other ships are on the planet, some 1000's of years old. A lifeless Gazelle the INS Steed is in orbit. Every ship in system has fuel level at zero.

It is a Red Zone but does not appear on any official 3I star chart.

That's an easy one to beat. Jump to the system at ~1 light day out. Survey the hulks and look for a 100 ton ship. Go back and jump in where that ship is floating in system, x-fer enough fuel and a prize crew. Gotta new ship.

Easterner wrote:The third issue of HIGH PASSAGE (FASA 1982) had a Sargasso hex specifically 0510/Ile/Old Expanses. It was called The Edge. X-768000-0

G class star with one planet so fuel is only on that world.

Any ship that jumps in never leaves. If a ship with spare fuel jumped in it could jump out if it didn't board a derelict or visit the surface. This goes back to the 1st and 2nd Imperiums. There are a dozen 3I era ships in space, older ones have long ago burned up in the atmosphere. Other ships are on the planet, some 1000's of years old. A lifeless Gazelle the INS Steed is in orbit. Every ship in system has fuel level at zero.

It is a Red Zone but does not appear on any official 3I star chart.

That's an easy one to beat. Jump to the system at ~1 light day out. Survey the hulks and look for a 100 ton ship. Go back and jump in where that ship is floating in system, x-fer enough fuel and a prize crew. Gotta new ship.

Except that the ship has likely refueled with the tainted fuel that prevents the jump drives from activating...

Easterner wrote:The third issue of HIGH PASSAGE (FASA 1982) had a Sargasso hex specifically 0510/Ile/Old Expanses. It was called The Edge. X-768000-0

G class star with one planet so fuel is only on that world.

Any ship that jumps in never leaves. If a ship with spare fuel jumped in it could jump out if it didn't board a derelict or visit the surface. This goes back to the 1st and 2nd Imperiums. There are a dozen 3I era ships in space, older ones have long ago burned up in the atmosphere. Other ships are on the planet, some 1000's of years old. A lifeless Gazelle the INS Steed is in orbit. Every ship in system has fuel level at zero.

It is a Red Zone but does not appear on any official 3I star chart.

That's an easy one to beat. Jump to the system at ~1 light day out. Survey the hulks and look for a 100 ton ship. Go back and jump in where that ship is floating in system, x-fer enough fuel and a prize crew. Gotta new ship.

Except that the ship has likely refueled with the tainted fuel that prevents the jump drives from activating...

.

Why would you fill your tanks with tainted fuel at a commercial starport? Do you REALLY play PC's that way? There ARE easier ways to have them commit suicide.

I found some information about a Sargasso Hex (1816) and I was wondering if there has been any adventures designed around this (Bermuda Triangle) event like "empty" space or others i.e. places of space where standard star-ships become interoperable and stranded?

I have heard of this happening in the "void" as well maybe their connected via a unstable wormhole event?

The novel starts with Dane Thorson getting assigned to work as a Cargo master apprentice on a Free Trader ship named Solar Queen. A Free Trader (not working for any intergalactic trading companies) means that the crew has to take on trading contracts with remote and recently discovered planets, which can be very dangerous and unpredictable.

It is vaguely implied recon has been done. The Imperium knows every ship they've sent in that didn't jump back out w/o contacting the hulks/planet surface doesn't come back. They don't know why. Worse most of the ships in system are military. Civvies rarely enter a system not on the charts. The Imperium greatly fears that if someone gets in safe they'll salvage warships that will end up in wrong hands. They fear that more than the cause of the loss.